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nuthole.com
"the freak that I control"
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2009 08 11 - Tue On Writing "Learn Cocoa"posted by jack at 16:18 CET in / writing
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At a party last night, a friend of a friend made a startling observation about my current appearance, saying that I resembled a combination of Wolverine and Swedish journalist Göran Greider, in terms of mutton-chops and wild-hairedness. See image below for astonishing proof!

You have no idea how hilarious this revelation was.
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I don't know if it's been exactly 1000 days, but sometime during the fall of 2007, some friends and I created Band of None. Our first 1000 days of existence have been, frankly, uneventful. The band's members and their families have all socialized on several occasions, and in fact the Band of None new year's eve "we should be performing at this party" discussion has become an annual tradition of its own. Our self-confidence and faith in our destined future as rock'n'roll superstars is matched only by our lack of available time to pursue our dreams. At this point, approximately 1000 days into our journey to musical stardom, I'd like to recap some of our accomplishments thus far:
As you can see, we don't have a lot to be proud of! Be that as it may, I'd strongly encourage you to check out our website and maybe even our myspace page and listen to some of our future classics. "Hoffburger" may be the best, but "Your Myspace Page" has something going for it as well.
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Last night, I spoke at an iPhone-themed event hosted by Excitera as part of their Mobile Cup, presenting some information for "iPhone-curious" developers and entrepreneurs about the iPhone development process. I gave a non-technical presentation of the series of steps/tasks that any new iPhone developer will need to go through. The slides are available .
Aaron Ardiri also presented his experiences developing his series of games, and John Chang talked about some of the things he's dealt with working on Skype's iPhone app as well as some insights from his previous work at Apple. There will be some video available later, I'll post a link here when it's up!
Big thanks to Hannes Dernehl for arranging and hosting the event, and Cristobal Viedma for asking me to be a part of it!
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Yesterday I released a new pair of games for iPhone and iPod touch in the App Store, Diabolotros and Diabolotros Lite. Diabolotros is a retro arcade shooter, most of the gameplay is lifted straight from classics like Space Invaders, but I've given it a few twists of my own, and added iPhonetastic tilt'n'shake controls: You tilt the device to steer your ship, and when you have special weapons available, you fire them by giving the the phone a little shake!
Things for you to see and do:
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Some time ago I posted some charts showing how my first iPhone game, Scribattle, was doing after the release of its free sibling, Scribattle Lite. It turns out that the game was at that time already nearing the heights of its popularity (but oh, what heights it hit!) The absolute peak occurred on March 3rd and 4th; during that 2-day period, the full version sold 800 copies and the free version was downloaded a quarter of a million times (that's 250,000 times).
The charts below show the progression of events after that. Unlike the previous charts, here I've chosen to include the actual numbers of sales and downloads, instead of just showing them in relative terms. In both charts you'll see a temporary sales up-swing, lasting about 5 days, from the 13th to the 18th of March; That's the time period I ran a "sale" on Scribattle, selling it for $0.99 instead of $2.99. It didn't impact my revenue much during those days (roughly triple the sales numbers, but each sale yielding in one-third the revenue), but it may have temporarily delayed the inevitable decline, since the increased sales numbers helped keep it in the charts a little longer.
The chart on the left is a plain linear plot of Scribattle purchase and Scribattle Lite free downloads, with the downloads for Scribattle Lite divided by 100. Without doing that division, you wouldn't see any difference in sales of Scribattle, just a solid blue line along the bottom, because the ratio of Scribattle purchases to Scribattle Lite downloads has normally hovered between 1:200 and 1:100. So, on the big peak day, March 3rd, Scribattle was bought 373 times, and Scribattle Lite was downloaded 131,000 times.
The chart on the right is the raw data (no dividing anything by 100), but this time plotted on a logarithmic scale. Doing this tends to flatten out the peaks, while at the same time accentuating the differences in the smaller ranges. Here you can more clearly see the nature of the "long tail" that Scribattle and Scribattle Lite are currently experiencing; free downloads and sales have both been holding pretty steady for about a month! Granted, I'd be happy to see the steady-state numbers be higher, but I really can't complain about it either.
One interesting spot in these graphs is April 9th. That's when I released an update to Scribattle Lite containing ads (they don't affect the gameplay, but instead turn up between levels every few minutes). Looking at the logarithmic chart, you may detect a slight spike in sales, followed by a slightly sharper decline, leading down to the current steady state a few days later. I'm not sure if this was caused by the inclusion of ads, or just happened anyway, but there it is.
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Last night, I gave a presentation at the Stockholm Cocoaheads meeting entitled "I Can't Believe I'm Not a Millionaire"about my experiences with Scribattle and Scribattle Lite on the App Store. Scribattle Lite had a short but intense "hit" period when it reached the #1 or #2 spot in most countries, and has now been downloaded over 1.5 million times! See more in the slideshow.
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I've been collecting data for both Scribattle purchases and Scribattle Lite downloads, and have some results to share. Like most other reports of this nature that I've seen, I'm going to be coy and not show any precise numbers, but rather some graphs that show the relative growth for these products. These charts begin on February 10 (the day Scribattle first appeared on the App Store) and March 1. Blue dots are Scribattle, green dots are Scribattle Lite. Scribattle Lite was only available during the last five days of this period.
The first chart shows a nice rising slope for Scribattle Lite, and what seems to be a complete flatline for Scribattle. This is due to the fact that the free downloads completely dwarf the paid downloads, so that none of the changes in paid downloads equate to even a single pixel on this scale.
The second chart reveals the true growth in Scribattle sales by scaling them up to match the Scribattle Lite downloads. Basically, if you plotted Scribattle sales by themselves, and then overlaid that on top of a plot of Scribattle Lite downloads by themselves, this is what you would see.
Finally, for the sake of showing both sets of numbers relative to each other, while still allowing some viewing of the smaller values in the Scribattle sales, here are is a logarithmic view of the same data shown in the first chart. The nice straight rising lines toward the end, especially for Scribattle Lite, show periods of exponential growth. What you're seeing is basically a doubling of the number of Scribattle Lite downloads each of the last 4 days, and nearly the same kind of increase for Scribattle sales!
I've only had my Lite version on the App Store for 5 days, but even at this early stage I feel safe in saying that in my case, releasing a Lite version has been a huge win for sales of the full version. Not an epic win (yet), but still a huge win.
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Since Scribattle never got any "new releases" exposure on the App Store (see previous entry), I decided to go ahead an put out a free "Lite" version. Still a highly playable game, but with a few key features stripped out, and including a few strategically placed "Buy Scribattle" buttons. Hopefully this will be downloaded far and wide, and lead to some sales of the original! At some point I will post some sales data.
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A while ago I posted five tips for prospective iPhone developers, and with a little more experience under my belt I've got one more:
When I wrote tip 5, it had been nine days since my app was approved for sale, but it wasn't in the App Store due to Apple's unknown delays in finalizing my sales contract. I ended up waiting another 19 days, a total of 4 weeks after I got the "your app is approved for sale" message, until the app appeared in the App Store!
OK, a four week wait isn't the end of the world, but in these days where 5000 new apps appear in the App Store each month, every day counts. And worst of all, according to the App Store, the "release date" is not the day my app appeared in the App Store, but the day, 4 weeks earlier, that it was "approved for sale"! So, on my app's first day in the App Store, if you drilled down into Games/Action and sorted by Release Date, you wouldn't see Scribattle on the first page. If you clicked the little arrow to go to the next page, you still wouldn't see it. In fact, you'd have to click that little arrow fifteen times to get to Scribattle. Which means, effectively, that no one will see Scribattle just by browsing around the App Store. I had one sure chance of exposure near the top of a category, and lost it due to the workings of the App Store.
Incidentally, I emailed Apple to complain about this, and they sent me a courteous reply, telling me that it "is operating as expected", i.e. it's not a bug, it's a feature. Great feature, Apple!
So finally, the tip: When you submit your very first app, before your contracts are finalized, don't set the release date to "today". Put it a month or two out into the future. Then, after your app is approved and your sales contract is finalized, you can go back into iTunes Connect, change the release date to the current date, and have your first app actually show up as a new app in the App Store. I'm telling you this now, gentle reader, because I wish someone would have told me this months ago.
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At long last, Scribattle is available! iPhone and iPod Touch users can now get it from the App Store, load it up, and start blasting away at Scri and Flingers and Pent (oh my!)
It's been quite a journey getting this game to market. I've had very few programming challenges, but a number of small delays due to various technical details involved to package and "sign" the app during development, test, and distribution, and a few large delays related to how Apple implements their developer program and handles their contracts. There's a lot of extra hassle compared to releasing desktop software, but a number of friends and colleagues assure me that the system Apple has put in place is still miles ahead of the process for most other embedded and mobile platforms, so hey. I'm not complaining (very much).
Now then, if you have an iPhone or iPod Touch, it's time to go get yourself some Scribattle. OK?
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Obama's new proposal of imposing executive pay caps on firms that receive government bailout money has a problem as seen in USA Today and other places: Since firms that are doing well don't have the pay caps, there may be a "brain drain" wherein the "best people" won't want to work for the companies where the limits are in place. According to a "compensation consultant" named Alan Johnson, "[...] you end up killing the institution you tried to save [...] You drive away the good people."
Hard to deny that. You want to "save" a company via cash injection, but at the same time you put a limit in place that will tend, over time, to lead the best people away from the company. The implied upshot of this is that we shouldn't be imposing a salary cap. I'd like to take this a step farther, and suggest that we shoudn't be trying to "save" them with cash in the first place! Clearly, there is a range of results in the financial industry, where lots of companies feel like they need a handout to keep going, whereas some are apparently doing OK (e.g. the ones who would theoretically pull talent from the ones where the caps would be applied). It seems to me that we should let the market take care of this. Those companies that are doing the worst should risk going under, just like any other industry. If they do, their competitors can buy up their assets, including their previous customers, etc.
The fact that we even consider bailouts for behemoths like the automobile industry and the financial services industry seems to prove that the US "market economy" is anything but. Like Newton's laws of physics which break down in conditions with extreme velocities or extreme scales, our concept of the free market seems to break down when actors in the marketplace are extremely large.
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"Re: Learn Cocoa: As good as done" by "SimonW"
"Re: The truth about my current appearance" by "Kyle Nutting"
"Re: Excitera Mobile Cup: Ten steps to creating your first iPhone app" by "Mobile Cup"